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Active: 2012 users

[M] (4) iCCup Neo Enigma by prodiG

Forum Index > SC2 Maps & Custom Games
Post a Reply
1 2 3 4 5 Next All
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
Last Edited: 2011-03-30 19:52:43
January 17 2011 05:46 GMT
#1
[image loading]


Neo Enigma is a complete overhaul of it's predecessor, Enigma. My goal was to create a balanced map with the same basic concept of the original Enigma: A macro-oriented rotational symmetry 4 player map with a nearby third and 4th where either expansion would be viable depending on spawns; and I believe that is exactly what I've done.

iCCup Neo Enigma 1.0 - Click to see super high res image
[image loading]

Features
-LOS Blockers surrounding the unbuildable center & Xel'Naga Tower.
-Destructible rocks blocking close access to nearby expansion.
-Both the 3rd and 4th can be harassed via the nearby cliff. The cliff near the gold is not buildable.
-LOS Blockers outside the ramp to the natural expansion.

Specs
Map Size:128x128
Expansions: 12 Blue, 4 Gold
XNT: One in the center
Tileset: Custom (Uses elements from Ulaan and Shakuras)

Main and Natural have 8 mineral patches, Third has 7, Gold has 5. all expansions have two Vespene Geysers

Closeup Images
+ Show Spoiler [Closeup Images] +

Center
[image loading]

Outside a natural expansion
[image loading]

Behind the third
[image loading]

Behind another third
[image loading]

Behind another third
[image loading]

Main
[image loading]

Behind another third/natural
[image loading]

Gold expansion
[image loading]

Third expansion
[image loading]


Links
Dimish's case study on how Neo Enigma uses space

Neo Enigma used in ESL EU and NA map pools for April 2011

I can't believe I've finally finished this. I've probably dumped anywhere in between 30 and 40 hours over the course of the last month or so and I'm very happy to finally finish it. Internally the map went through many changes and I'd like to give special thanks to monitor and the rest of the iCCup mapmaking team, and the guys at Ever clan for helping me beta test. This map wouldn't be where it is now if it weren't for your guys' effort!

Be sure to check out http://www.prodiGsc.com for all of my maps, http://www.twitter.com/prodiGsc to stay up-to-date on what I'm doing and be on the lookout for my stream! I streamed the last third or so of the work on this map and there will definitely be more to come in the future! All streaming will be done on the iCCup.TV #2 channel in the future!
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
KnightOfNi
Profile Joined December 2007
United States1508 Posts
January 17 2011 06:20 GMT
#2
<3 enigma... hopefully we'll get to see this in the next PGW and in the next clan ep monthly as well :D
RIP eSTRO :(
Splinter[eP]
Profile Joined May 2010
United States39 Posts
January 17 2011 06:24 GMT
#3
Holy cow, looks awesome. We'll definitely be using this in our tournaments. Props to prodiG and the rest of the iCCup mapmaking team!
risk.nuke
Profile Joined May 2010
Sweden2825 Posts
January 17 2011 06:46 GMT
#4
Can't wait till it get's on eu so I can test it. It looks so fun, and I think I can say this on everyones behalf -thank you for the time and effort you put into this map!
Neo.G Soulkey, Best, firebathero. // http://www.teamliquid.net/forum/index.php?show_part=31
Antares777
Profile Joined June 2010
United States1971 Posts
January 17 2011 06:57 GMT
#5
Neo Enigma is so much more SCII-ish that Enigma, which favored more macro games and not as much SCII shenanigans, which I'll admit are very fun. ^^,

Cross spawns seem as though they would be macro heavy, but idk, haven't played any games yet.
Madsquare
Profile Joined April 2010
Germany157 Posts
Last Edited: 2011-02-27 08:52:49
January 17 2011 07:59 GMT
#6
This is the first map of you I deem not bad.

dumped anywhere in between 30 and 40 hours

I guess these somewhat payed off.

The layout does have some issues, like the rotational symetry imbalance. And a probably super hard to stop slow tank push through the third if a terran spawn counter clockwise.

I think you went overboard with the aesthetics, performance wise.

cheers,
madsquare.
I do not obey any norms. I redefine standard with every thought I make.
danson
Profile Joined April 2010
United States689 Posts
January 17 2011 08:24 GMT
#7
now this is GSL material. probably only 1 out of maybe 3 maps from iccup i would even bother sending into GSL for testing. perhaps you could get in touch with jon to see if he could reccomend it to someone?

10/10
BR3AKR
Profile Joined February 2010
United States46 Posts
Last Edited: 2011-01-17 08:46:53
January 17 2011 08:39 GMT
#8
Beautiful map prodiG. Keep up the awesome work man - I honestly believe the ICCup team is really helping drive the community forward toward custom maps.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
January 17 2011 09:56 GMT
#9
the size seems to be good now, i'm gonna give this a try!
http://www.twitch.tv/czelpredy
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 10:19 GMT
#10
I really like the rework. You did a great job there prodiG.
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
Mereel
Profile Joined February 2010
Germany895 Posts
January 17 2011 11:41 GMT
#11
this map is just beautiful

need it on europe asap
TPW Mapmaking Team
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 17 2011 14:01 GMT
#12
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
Samro225am
Profile Joined August 2010
Germany982 Posts
January 17 2011 14:31 GMT
#13
this game performs so bad performancewise.

concerning the map: i really like how everything is so compressed, no useless space. think it is more interesting than the original with its rather linear expansions (1-3).
looking forward to play it.
FlaShFTW
Profile Blog Joined February 2010
United States10294 Posts
January 17 2011 15:09 GMT
#14
:o.... i love it. i also like how you have golds for the 3rd instead of regular crystals. its beautiful, keep it up prodiG!!!
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
dezi
Profile Blog Joined April 2010
Germany1536 Posts
January 17 2011 15:16 GMT
#15
On January 17 2011 23:01 prodiG wrote:
Show nested quote +
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^
TPW Member | My Maps @ TL: http://www.teamliquid.net/forum/viewmessage.php?topic_id=171486 | Search 'dezi' at EU
branflakes14
Profile Joined July 2010
2082 Posts
January 17 2011 15:54 GMT
#16
Looks pretty good. No backdoor nonsense, there's a choice of expanding towards or away from your opponent at your third, Xel'naga looks important. Only thing I'm not so keen on is the walls around the centre of the map. Every map seems so enclosed.
prodiG
Profile Blog Joined January 2010
Canada2016 Posts
January 17 2011 18:35 GMT
#17
Sf
On January 18 2011 00:16 dezi wrote:
Show nested quote +
On January 17 2011 23:01 prodiG wrote:
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^

Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.
ESV Mapmaking Team || http://twitter.com/prodiGsc || Real talk, I don't have time to sugar-coat it for you sir
iGrok
Profile Blog Joined October 2010
United States5142 Posts
January 17 2011 18:39 GMT
#18
well, part of it might be that most of the games played on it have at least 8 observers lol :p

But part of it is that it's so intense.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
eloist
Profile Joined September 2010
United States1017 Posts
January 17 2011 18:45 GMT
#19
I like the Xel-Naga caverns-esque placement of the gold much better than the placement in the original Enigma. It might be a bit easy to take without rocks but I suppose it only being 5 patches makes up for that.
NullCurrent
Profile Joined November 2010
Sweden245 Posts
January 17 2011 19:01 GMT
#20
On January 18 2011 03:35 prodiG wrote:
Sf
Show nested quote +
On January 18 2011 00:16 dezi wrote:
On January 17 2011 23:01 prodiG wrote:
On January 17 2011 20:41 Mereel wrote:
this map is just beautiful

need it on europe asap

It'll be up on EU once I fix the performance issues later today. This damn game won't let me make my maps as pretty as I want them to be! D:

How much doodads (effects) are there? ^^

Just shy of 2500 not counting pathing. I wish this game was better optimized, deleting work because of stuff like this sucks.


How do you do pathing? I mean, I don't use doodads for it at all.

Otherwise; a really awesome map with stunning visuals!
The Planetary Workshop - TPW - Mapmaking Team
1 2 3 4 5 Next All
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